/Engine/Plugins/Runtime/StateTree/Source/StateTreeModule/Public/Blueprint/StateTreeTaskBlueprintBase.h
Base class for Blueprint based Tasks.
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable) class UStateTreeTaskBlueprintBase : public [UStateTreeNodeBlueprintBase](API\Plugins\StateTreeModule\Blueprint\UStateTreeNodeBlueprintBase)
uint8:  1
bHasExitState
uint8:  1
bHasLatentEnterState
uint8:  1
bHasLatentTick
uint8:  1
bHasStateCompleted
uint8:  1
bShouldCallTick
If set to true,Tick()is called.
uint8:  1
bShouldCallTickOnlyOnEvents
If set to true,Tick()is called.
uint8:  1
bShouldCopyBoundPropertiesOnExitState
If set to true, copy the values of bound properties before callingExitState().
uint8:  1
bShouldCopyBoundPropertiesOnTick
If set to true, copy the values of bound properties before callingTick().
uint8:  1
bShouldStateChangeOnReselect
If set to true, the task will receive EnterState/ExitState even if the state was previously active.
EStateTreeRunSt...
RunStatus
Run status when using latent EnterState and Tick